Mechanics, Dynamics and Aesthetics (MDA) is a framework developed
at the game Developers Conference, San Jose 2001-2004 by Robin
Hunicke, Marc LeBlanc, and Robert Zubek.
MDAs' purpose is to help guide creative ideas and ensure quality
of the development and production of games. Game designers should use
this framework to analyze and refine their game by considering the
range of possibilities.
Leblanc's view of games is that they are consumed by players
and are produced by designers or teams of developers. Leblanc stated
that:
"Games are created by designers/teams
of developers, and
consumed by players. They are purchased, used
and
eventually cast away like most other consumable goods. "
[2004].
As games are consumed, the result or "taste" of
the game can be unpredictable which players describe whether a game
is "fun" or not.
The MDA framework formalizes the consumption of games by breaking
them into their distinct components:
Rules -> System -> "Fun"
Leblanc names the design counterparts:
Mechanics -> Dynamics -> Aesthetics
So what do these counterparts mean?
Mechanics
"The particular components of a game , at the level of data
representation and algorithms". These can be a games':
Objects/pieces/items
Players
Rules
Map/level
Controls
- Actions
The mechanics support the gameplay dynamics, so that players
can actually play the game. Game designers should take note to
balance the mechanics so that players do not exploit the rules, and
play the game as intended.
Dynamics
"The runtime behaviour of the mechanics acting on player
inputs and each others' outputs over time."
Dynamics are the expected reactions, of the system, by the players
to create intention or meaning to their actions or interaction with
the game. For example if one uses a mechanic, or action, then the
player will expect a dynamic or reaction by the game.
Dynamics create aesthetic experiences as noted below.
Leblanc encourages game designers to produce models or tables that
predict and describe gameplay dynamics to avoid common design
pitfalls.
Time pressure and
opponent play creates challenge.
Sharing information
or winning conditions that are difficult to solo
creates fellowship.
Encouraging players to leave
their mark, use systems for purchasing,
build, earn game items, construct,
change levels or worlds, and
personalize creates expression.
- Rising tension, a release,
and dénouement dynamics create dramatic
tension.
Aesthetics
"The desirable emotional responses evoked in the player, when
[he or] she interacts with the game system."
The emotion a player has when they play the game is important,
without an emotional response from the player the game ceases to
interest or be "fun" to them. How can game designers
describe aesthetics instead of "fun"? We can use hot or key
words - proposed by Leblanc:
Sensation: sense
of pleasure
Fantasy:
make-believe
Narrative: drama
Challenge:
obstacles
Fellowship:
social framework
Discovery:
uncharted territory
Expression:
self-discovery, achievement
- Submission: pastimes, time sink
These hot words are not limited as Leblanc states, as long as we
do not use vague words such as "fun" and "gameplay"
we can accurately describe games by their aesthetics. Examples of
games that create these aesthetic experiences:
Left 4 Dead:
Fantasy, Narrative, Challenge, Sensation (via horror).
Settlers:
Narrative, Discovery, Expression, Submission.
Draughts:
Challenge, Submission, Sensation.
- S4 League: Sensation, Challenge, Fellowship,
Expression
Other notes on MDA:
Hunicke informs the audience that games should have different
types of AI according to age groups or target audience but are not as
easy to add to games because game developers have to consider the
effects on system behavior and player experience (Hunicke, R. 2004).
First Pass:
Aimed at 3-7 year old
Emotive characters
Aesthetics should highlight
Exploration, Discovery and Expression
Simple game mechanics: manual
interaction, hard-coded paths/maps, simple dialogue
Game logic: immersion or moving
and viewing
- Simple AI
Second Pass:
Aimed at 7-12 year old
Time pressure mechanics
More challenging than expressive
Some narrative
Dynamics: Track, interact, more
characters
- Mechanics: More choice, non-static paths, character
attributes (or levels/skills).
Third Pass:
14-36 year old
Advanced AI
Aesthetic goals expanded: fantasy,
challenge, border of submission
Plot: Intrigue, suspense
Enemy AI: Coordinated activity
Characters: less emotional
expression
Mechanics: expansive tech and
skill trees, variety of enemy unit types, and levels/areas with
variable ranges of mobility, and field of view.
- Dynamics: earn/buy weapons, develop tactics, techniques,
deceptive behavior, evasion, and escape.
These are not definite, just examples of
what each pass could contain.
The MDA stresses to create models that predict game
dynamics and aesthetics to avoid common design pitfalls.
Designers must meet a common ground with their players, to empathise with the players' experience, by refining the components and reiterating their game according to how their game will be played when it is out of their hands.
Comments
I agree with Leblanc, games have unpredictable consumption but when he states that games consumption are unpredictable
compared to other types of entertainment (books, music, movies, and
plays), I found myself disagreeing with him. It doesn't matter what
type the entertainment is, either way the audience or players will
decide, whatever the type of "food" or product, if its good for them or
not.
Creators involved in other types of entertainment have a
process of creating their product so that the products' consumption
is not as unpredictable. A movie made in Hollywood doesn't
necessarily mean it will be a success, it depends on the process and
the method used to produce the film. Other types of entertainment - as
game designers use framework tools like MDA to check and refine their
product - obviously use tools and processes to produce
their product.
On Leblanc's other note, games are more like artifacts than
media, I do strongly agree with. Games are interactive systems not
film - films stream visuals and sound that audiences have no
control over - and players create their own story via the game
system. In some cases, games offer choices on the story, others reach
the border between film and game because the game has linear
interaction that eventually lead the player to the end of the
narrative.
Games have crossed borders between different medias - for example between cinema/film and gaming - so I think in the future we will see games merge in to other types of media and entertainment. The rise of the internet caused the emergence of online gaming, games that can be played on the internet with or without other players (MMO, MO etc).
I found the Mechanics and Aesthetics easier to understand
compared to Dynamics, some game features I get confused if I should put
them in to mechanics or dynamics. Leblanc could have just simplified his
description of dynamics as the expected reactions of a game.
The prediction models make sense, if we want to make quality games that players enjoy we should get feedback on their experiences, how else are game designers supposed to know what dynamics worked and if their game reached the desired emotional impact.
The AI component described has some good points, such as to think who the target audience is for the game and what designers can do to match the players expections or difficulty. It seemed clear, as the age range rises, the more advanced and complex a game has to be to hold the players' interest.
MDA applied to my group project Time Merc
Time Merc is a top-down shooter, the player has to battle
and survive on a map against hordes of enemies. The game offers
various weapons and transformations. The narrative is about a time
cop who has to chase his nemesis off to the past to correct it. In a short summary, Runov (the antagonist) incidentally manages to stop the
asteroid from killing the dinosaurs so Merc (the protagonist) has to
eradicate the dinosaurs to correct the past in turn saving the
future. There will be other levels according to where in the past the
Time Merc travels to.
Mechanics:
- Weapons
- Map
- Drops (health, boosts, shields etc)
- Transformations (buggy, tank, helicopter)
- Enemies
Dynamics:
- Rising tension: hordes of enemies and surviving
- Time
pressure:surviving being killed by the enemies and timed missions
- Winning
conditions: eradicating enemies or completing mission objectives
- Dénouement: cutscenes, dialogue and storyline
- Solo play to show independence and alienation.
- Ability to shoot enemy
- Ability to move on the map
- Weapon upgrades
- Cutscenes as comics to show story
- Character Dialogue
Aesthetics:
- Narrative achieved by the comic cut-scenes and dialogue
in-game
- Challenge created by survival
- Sensation achieved by the
comedic tone and animations (e.g enemy
combustion)
- Narrative
We have kept the game as simple as possible so we can build on it
later, the game's design is realistic to what we think we can produce
at the first sprint.
References
Hunicke, R. 2004. "AI Babysitter Elective". Lecture at Game Developers Conference Game Tuning Workshop, 2004. In LeBlanc et al., 2004a. Available online at: http://algorithmancy.8kindsoffun.com/GDC2004/AITutorial5.ppt
LeBlanc, M., ed. 2004a. "Game Design and Tuning Workshop Materials", Game Developers Conference 2004.
Available online at: http://algorithmancy.8kindsoffun.com/GDC2004/
LeBlanc, M. 2004b. "Mechanics, Dynamics, Aesthetics: A Formal Approach to Game Design." Lecture at Northwestern University, April 2004. Available online at: http://algorithmancy.8kindsoffun.com/MDAnwu.ppt